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M.E.
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Quote M.E. Replybullet Topic: Over the Hedges - Blending Objects
    Posted: 29 March 2007 at 10:26am
Hello All,

OK, I've got grass, I've got a stone.
Next thing I need are some hedges. Like a maze.

These are used as a reference (google thingies):


This is what I did (a bit of both)


I have to have a .gif files for my game, so .png are unfortunately
out of the so called picture.
That is a shame because so far as I understood the png has
the ability to have different shades of transparency.

The issue I'm having is that when the tile is used in game it
feels like 'cut'-'paste' instead of blending in with the background:



I tried to change the palette of the background to a similar
color as the hedge. But then the hedge 'disappears'



Then I tried working with the darkest color  of the original
background and made another shade towards the other
palette:




Applied the same to the stone I had:


This looks already better since it doesn't appear to be a cut-out.

But I am wondering if this is the right technique. And/or if there are
other ways of doing this?



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PixelSnader
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Quote PixelSnader Replybullet Posted: 29 March 2007 at 10:54am
try using a ditherpattern for the shadow, or alpha transparency, so it will blend better with the grass
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M.E.
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Quote M.E. Replybullet Posted: 29 March 2007 at 12:36pm
Hello Snader,

Thank you very much for your response.

Alpha Transparency isn't working with GIF at least I cannot
make it work. After I saved the file in GIMP the percentages
of the transparancy disappear.

So .. i tried the first advice; the ditherpattern.

How about this:



I tried using the 'feel' of the grass in some part of the
shadow to try to simulate casting shadow on grass.

I think it is an improvement, but maybe there are other
things I can do?!?! Or maybe I misunderstood using
dithering.

Thanks in advance for any comments you all may have.

Best regards from

M.E.

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PixelSnader
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Quote PixelSnader Replybullet Posted: 30 March 2007 at 5:36am
alpha transparency werkt alleen met het *.png formaat, en ik weet niet of je engine dat ondersteunt
 
de schaduw ditheren bedoel ik als zodanig (s=schaduw, t=transparant)
s t s t s t s t s
t s t s t s t s t
s t s t s t s t s
t s t s t s t s t
 
ik denk dat het zou schelen als je de heg ook gedeeltelijk doorzichtig maakt, zodat je het gras er doorheen ziet. en stop er dingetjes als bloemen in en op, dat zal ook schelen
 
en ik denk dat het ook helpt als je de heggen een roodachtige tint geeft, zowel om het uitsnij effect te verhelpen, alsmede duidelijkheid voor de speler inzake de spelgebieden
 
weet je zeker dat je de achtergrond niet uit tiles wilt maken maar uit 1 grote bitmap?
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M.E.
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Quote M.E. Replybullet Posted: 30 March 2007 at 11:35am
Hoi Snader,

For those that want to know what my fellow Dutch-man had to offer

Alpha Transparency works with .PNG. This format cannot be used.
I can work with GIF and JPG in the game. And I don't want to stress the
calculations in the game at the moment, so I'm left with the GIF.

The dithering of the shadow explanation doesn't need translation I think, and I'm definitely going to give it a try! Thanks for the effort of displaying what you meant!

The advice was also given to make the hedge semi-transparent as well
to show the background.  Also putting things in it like flowers could
help.

Giving the fence a redish color will maybe help to prevent the
cut-out effect.

Furthermore , Snader is asking if I'm sure about making the background
out of 1 large bitmap.


So ..  that gives me a lot to work with! Thanks very much!

I'm not sure about any of this, but I want to try and learn. That is
why I wanted to use a large bitmap instead of tiles. The tiles I
previously used didn't satisfy me enough. But I can always
go back to the drawingboard later on when the other objects
don't fit in...


OK. The following steps:

- Dither the shadow

- Make some transparency in between the leaves of the hedge.

- Put flowers in the hedge.

- Work with different colors in the hedge.



Thanks again and if anybody else has something to say, please join in!

Kind regards,

M.E.





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jalonso
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Quote jalonso Replybullet Posted: 30 March 2007 at 9:24pm
Jeez, another Hollannetherllandaise, you guys are like viruses 

This looks perfect to me


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Pixel_Outlaw
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Quote Pixel_Outlaw Replybullet Posted: 30 March 2007 at 10:38pm
This is just my opinion but will such detailed grass detract from your sprites?
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M.E.
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Quote M.E. Replybullet Posted: 31 March 2007 at 2:43am
Hello All,

Thank you very much for your feedback. I appreciate it!

@Pixel_Outlaw:
The virdict on the grass is still out there. I thought it was
easier to reduce in detail then it is to add detail. 
In the past I have been using darker and less detailed
backgrounds and it didn't felt 'alive'. But hey maybe
I was doing something wrong....

@Jalonso:
I take your comments (both) as a compliment

@Snader and rest:

OK, this what I came up with:


1. Dithering the complete shadow:




2. Dithering the 'outer' shadow



3. Just one line of shadow + dithering:


When using only dithering instead of plain shadow the
objects have a strange 'highlight' beneath them.
When I must select I think the second one is the best.
But personally I would vote for the none-dithering that I had
previously.


Holes in the hedge:
The hedges should be really firm as they are supposed to block
the player. If they became to lose you might think that you can
pass them. But then again, in real life, you would be able to force
yourself through them anyway...


Flowers in the hedge:
Hey, this is nice. It really pops out and is pleasant to
look at.



Redish leaves (photinia red robin hedge):

This really works well. Allthough it tends to give a more autumn feeling, the bush really says: till here and no further!



In case I haven't implemented the suggestions, please correct me!

The next phase is to make hedges that go around the corner / cross
etcetera. But I want to make sure I'm on the right track of the basic
hedge-form.


Best regards from

M.E.
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Doppleganger
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Quote Doppleganger Replybullet Posted: 31 March 2007 at 12:13pm
Those red leaved bushes are fantastic. I really like how you did them.
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M.E.
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Quote M.E. Replybullet Posted: 01 April 2007 at 10:31am
Hello All,

Currently there have been many bushes/hedges made but
I'm having a problem with the vertical hedge.
Maybe I'm having problems in other areas as well, so please
feel free to comment on them!

But I would like an advice on the vertical one espacially.

This is the last mockup :



I have a feeling that the vertical hedge has another structure than
the horizontal versions.

Here is the WIP in action:



I tried even building the leaves again as I did previously but somehow
they don't work.


Thanks in advance for pointing me in the right direction.


Best regards from

M.E.


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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 01 April 2007 at 11:02am
I think that the problem is that all the colors in the top of the vertical hedge are all similar in brightness. Try interspersing it with some of the darker colors and maybe shrinking the highlighted and shadowed sides of the vertical one; it really looks bevelled now.

RPG is numberwang.
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M.E.
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Quote M.E. Replybullet Posted: 01 April 2007 at 12:32pm
Hello Monkey 'o Doom,

Thank you very much for your response.

I tried to use your advice, but I'm not sure if I
really understood it well.

Shrinking the highlighted and shadow sides of the vertical
one? Do you mean the outer edges of the hedge?
The side of the hedge, or the side of the leaves?

I started out with the advice of using more dark in the
upper layer of the hedge. First I used a far too large leave
and started again with a smaller one:

   last version in game:


Maybe I'm doing something wrong with form instead of coloring?
Or I misunderstood the advice.

Thanks in advance in helping me with my faults!

Kind regards from

M.E.

Edit: In game view



Edited by M.E. - 01 April 2007 at 12:37pm
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Mil
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Quote Mil Replybullet Posted: 02 April 2007 at 2:45am
I really like the way you did the horizontal bushes !
The top leaves of the vertical bushes look smaller than the leaves we see on the front side of the horizontal bushes.
The shapes of these leaves seem different, maybe it will look better if you draw some detailed leaves on the vertical bushes?
I agree with Monkey 'o Doom about adding some darker colors, that will add depth and will break a little the smooth and flat effect on the top of the bush.

Anyway, it's a good work :)
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M.E.
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Quote M.E. Replybullet Posted: 02 April 2007 at 11:42am
Hello All,

Well I am ashamed to say that I have rotated the
hedge and copied the top leaves to the vertical
version.

And then I made two versions. One soft as
the orginal horizontal hedge. And a more
darker version.

Which do you prefer?

Find the difference



Thanks in advance for your comments.

Best regards from

M.E.

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jalonso
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Quote jalonso Replybullet Posted: 03 April 2007 at 6:11am
Looking great, good job. The vertical hedges eem like they are beveled even in your latest versions. As MoD mentioned a more random top pattern where lights and darks are intermixed can fix that quick and easy.
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Quote M.E. Replybullet Posted: 03 April 2007 at 9:39am
Hello Jalonso, MoD and rest,


Well, I saw that I miss-copied on e of the vertical hedges
on the last mockup. The verticals were the same ..
so no difference there. Only the horizontal had some
more darks. Never mind.

Here is what I have at the moment. I think it is better than
before and the best one yet...



If anybody has something to add and/or comment on, please feel
free to do so!


Kind regards from

M.E.
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PixelSnader
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Quote PixelSnader Replybullet Posted: 04 April 2007 at 2:48am
are those supposed to be water?
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M.E.
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Quote M.E. Replybullet Posted: 04 April 2007 at 4:46am
Ha Ha Snader,

You caught one of my pre-WIPs on water. I was working on them
and they somehow found their way into the hedge-mockup.
Those silly tiles!

It is supposed to be water. But it needs A LOT of work before I even
attempt to ask for help on them. 

How about the hedges? Can I continue on them as they are or do you
think that it needs more work?


Kind regards from

M.E.


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jalonso
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Quote jalonso Replybullet Posted: 04 April 2007 at 10:48am
The hedges look good. I would only match the shadows on the end of the hedges to match the amount of shadows on the rocks. Unless you are flipping the tiles with code in which case, nvm :)
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M.E.
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Quote M.E. Replybullet Posted: 06 April 2007 at 1:25am
Hello Jalonso,

Since you gave me the go on the hedges, I wend to tidy up the edges
and did the casting of the shadows and made a few more of the
cross-hedges.

This is the current state:




If nobody has anything to comment I will call this done and move on
to other challenging objects (like water )


Best regards from

M.E.
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pixelblink
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Quote pixelblink Replybullet Posted: 06 April 2007 at 1:47am
well, it'd be nice to see the tile set as a separate image for one
I'm not really a big fan of your grass. There's too much going on in there and it looks almost like a grain filter even though it isn't. It's definitely taking away from the rest of the tiles.
The boulders are nicely shaded though I wonder how they stand like that... seems they'd fall over. I suggest having some addtional rocks at the base to help "prop" it up.
There's some definite charm to the hedges themselves though I think that sometimes less is more, if you know what I mean.
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M.E.
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Quote M.E. Replybullet Posted: 06 April 2007 at 2:13am
Hello PixelBlink,

Thank you for your feedback.
I don't really understand why you want a tileset, but I
made one for you:


I'm not a big fan of grass tiles that give a stichy feeling and I tried to
create one that didn't stich. See my previous 'grassland' threat.
The grass isn't a tile, it is one large image.

The boulders are supposed to be moveable. Putting a rock next to it will
not give a feeling that you can move it. The rocks should go into the
holes to fill them and make a path for the player. (among other
actions you can do with them)

I figured when you have much going on on the other objects, the
hedges need as well be rich. In case you think I need to do them
differently I kindly ask if you could make an edit to show me how
I'm supposed to be making them!

Thank you for your efforts.

Best regards from

M.E.

Edit: Tileset upload


Edited by M.E. - 06 April 2007 at 2:14am
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PixelSnader
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Quote PixelSnader Replybullet Posted: 06 April 2007 at 2:41am
the big problem with the rocks is that the bottom is rounded off, which would make them fall over
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